How do you roleplay psychological effects? A character or NPC can be afraid or angry or confused, but how does that translate into actual game effects? I know Warhammer 40K used to have mandatory action rules, where if a character was subject to a psychological effect, they behaved in a certain manner until the effect wore off. Have any of you ever tried something like this, and how did it work out?_________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

As my gaming group is rather paranoid to begin with I havnt had the need to enforce any psychological rules. Apart from the Dark Side taking control of characters I dont feel the need for any mechanically controlling rules (the DS can however make the character fear something)._________________My Biggest Beard Retard award goes to: The Admiral of course..

As my gaming group is rather paranoid to begin with I havnt had the need to enforce any psychological rules. Apart from the Dark Side taking control of characters I dont feel the need for any mechanically controlling rules (the DS can however make the character fear something).

That's part of why I asked. What form does fear (and other emotions) take within the game rules? Specifically, what effect does it have on a character? If not mandatory actions, would dice penalties be appropriate? Maybe dice penalties that would paralyze lower level NPCs would be just an inconvenience to PCs, or PCs would be more likely to be immune to mandatory actions? To me, it's not enough to say that "your character is afraid". I'm interested in how that fear affects the character's actions._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

well, we see there is a D penalty associated with Intimidation, so there is some 'precedence' for fear imposing a penalty. BUT what of PTSD? Paranoia?_________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

well, we see there is a D penalty associated with Intimidation, so there is some 'precedence' for fear imposing a penalty. BUT what of PTSD? Paranoia?

The core idea that I'm looking at is based on the Warhammer 40K 1st. Edition rules for psychological effects (specifically confusion, anger, fear and frenzy). It would take some conversion (obviously), plus there are other potential emotions that could be counted into the rules (courage, love, etc.), but I'm more interested in broad categories than specific rules for each individual shading of emotion. PTSD or Paranoia could be conditions that induce specific psychological responses...

I also like the idea of, say, someone with a high Persuasion skill being able to induce psychological effects in other individuals or groups, which in game terms provide bonuses or penalties to those characters, inspiring rage, fear, bravery, etc..._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The Game Chambers of Questal had rules for characters suffering the effects of artificially generated fear._________________Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

well, we see there is a D penalty associated with Intimidation, so there is some 'precedence' for fear imposing a penalty. BUT what of PTSD? Paranoia?

Where is the reference on the Intimidation D penalty? I just reread the skill to double-check, and I didn't see it._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

Gha.. Its a sparks specific ruling, but i think they did get it from somewhere._________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

Gha.. Its a sparks specific ruling, but i think they did get it from somewhere.

I'd like to see the reference on that._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

Well, simply as a starting point, here is an on-the-fly conversion of the Psychology rules from Warhammer 40K 1E.

Summary
Characters resist Psychological effects with the Willpower skill, rolled as always against either a set Difficulty level or an opposed dice roll. Failure results in the character being affected by the psychological effect, for good or for ill. Unless otherwise noted, a character suffering from a psychological effect is immune to other psychological effects.

Remember that your character can still feel fear, confusion, hatred, etc, without being controlled by it. These rules represent rules for characters who have been so overcome by a strong emotion that it temporarily dictates their actions.

Causing Psychological Effects:
Psychological effects can come from a variety of possible sources:
-Some weapons may inflict psychological effects through gases or energy fields.
-Some creatures or beings may cause them, either by presence or an attack of some kind.
-Force users may use Affect Mind to induce them.
-Characters may use Intimidation or Persuasion to cause a desired effect.

Types of Psychological EffectsConfusion
Represents mental feebleness, general incompetence, mild delusions, or intoxication. Confused characters suffer from the following:
-1D to all skills
May not use Force powers
Move reduced by 50% (Rounded up)

Fear
Character cannot approach the source of the fear, and must move away if attacked.

Frenzy
Basically a Berserker rage, normally possible only to aliens that are particularly volatile or short-tempered. Humans can't achieve this on their own without training or assistance.
+2D to all Combat and Reaction skills
Cannot perform other skills (including Mechanical)
Character must make a minimum High Speed Move towards the nearest enemy and engage it in combat with either Brawling or Melee Combat (or a ranged weapon if it is out of close combat range)
Character can not attempt to moderate damage, and must inflict full normal damage with any weapon, regardless of the consequences.
Character stays in Frenzy unless, at the end of the round, he is not in close combat, and there is no enemy within range for him to charge (at High Speed move).

Hatred
Covers all forms of inter-racial animosity, traditional rivalries and grudges, or simple innate aggression.
Characters must make a normal move (Cruising speed minimum) towards the object of their hatred, and must attempt some form of attack. Unlike frenzy, characters may attempt to moderate the damage they inflict, using normal rules.

Ending Psychological Effects:
While under the influence of a Psychological effect, characters may make a Willpower roll to end the effect, with appropriate difficulty levels and penalties.

This is just a start with a bare bones idea, which obviously needs work and filler. There are room for other emotional and psychological effects, as well as rules clarification. Thoughts?_________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

Gha.. Its a sparks specific ruling, but i think they did get it from somewhere.

I'd like to see the reference on that.

I have asked and am awaiting a response.

Quote:

Frenzy
Basically a Berserker rage, normally possible only to aliens that are particularly volatile or short-tempered. Humans can't achieve this on their own without training or assistance.
+2D to all Combat and Reaction skills

I have always seen those in frenzy as being unconcerned with/unable to partake in defensive skills. So why would they gain +2d to reactions?_________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

I have always seen those in frenzy as being unconcerned with/unable to partake in defensive skills. So why would they gain +2d to reactions?

Good point. Should that be reversed to a -2D penalty?_________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

I'd go with a 2D penalty (or perhaps no reaction skills at all) but by the same token I'd have a frenzied character ignore stun results and not be knocked down by being wounded/wounded twice._________________Don't waste money on expensive binoculars.

I could see the 'ignoring stun effects.. but the ignoring knockdowns imo is a little much.. perhaps instead, while frenzied they ignore wound penalties._________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

The Game Chambers of Questal had rules for characters suffering the effects of artificially generated fear.

What's the page reference?_________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.